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Info bigmomma (GoldSrc): Difference between revisions

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<!-- When this page is updated to {{langsp}} or {{language subpage}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{HL1 topicon}}{{lang|{{PAGENAME}}}}{{this is a|e0|game=Half-Life|name=info_bigmomma}} It is a custom navigation node designed for {{ent|monster_bigmomma}}'s movement.
<!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{HL1 topicon}}{{lang|{{PAGENAME}}}}{{this is a|e0|game=Half-Life|name=info_bigmomma}} It is a custom navigation node designed for {{ent|monster_bigmomma}}'s movement.


== Keyvalues ==
== Keyvalues ==
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{{fl|2|Wait indefinitely}}
{{fl|2|Wait indefinitely}}


== See Also ==
== See also ==
* {{ent|info node (GoldSource Engine)|alt=info_node}} - node used for regular navigation
* {{ent|info node (GoldSource Engine)|alt=info_node}} - node used for regular navigation
* {{ent|monster_bigmomma}}
* {{ent|monster_bigmomma}}

Revision as of 12:57, 4 January 2024

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info_bigmomma is an e0 available in Half-Life Half-Life. It is a custom navigation node designed for monster_bigmomma's movement.

Keyvalues

Name (targetname) <string>
The targetname that other entities refer to this entity by.

{{ScrollBox|title=Big Mamma Node|

Next node ([todo internal name (i)]) <targetname>
The next node (if any).
Radius ([todo internal name (i)]) <float>
The radius of where the Gonarch can seek this node to go to it.
Wait after approach ([todo internal name (i)]) <float>
How much time to wait for after approaching this nodes (in seconds).
Kill target ([todo internal name (i)]) <targetname>
The entity to remove on reaching this node.
Fire on approach ([todo internal name (i)]) <targetname>
What entity should have its input fired when the Gonarch approaches this node.
Sequence on approach ([todo internal name (i)]) <targetname>
The scripted_sequence to play on approaching this node.
Health on approach ([todo internal name (i)]) <float>
How much the Gonarch's health should be set to on approaching this node.
Sequence before approach ([todo internal name (i)]) <targetname>
The scripted_sequence to play before approaching this node.

Flags

Run to node : [1]
Wait indefinitely : [2]

See also